Level editor for the SNES version

A modern Prince of Persia 1 for SNES level editor for Windows.
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mk1995
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Re: Level editor for the SNES version

Post by mk1995 »

tristan1993 wrote:poirot wasnt online for WEEKS
Look who says...
tristan1993 wrote:Thats a warn for nothing i gonna tell poirot
tristan1993 wrote:[EDIT] You cant warn me for this !!
Did I ever say I wanted to warn you for that? You seem to get paranoid.
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Re: Level editor for the SNES version

Post by David »

I've added some new features:
- You can change the fighting characteristics for each guard type.
- You can change the appearance (sprite) for each guard type.
- You can change the music of each level.

Download: http://www.freeweb.hu/princepersia/en/snesedit_dl.htm
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Re: Level editor for the SNES version

Post by AuraDragon »

Incredible job you've done making this editor, David.

I only have one request: Could you allow an option to clear the tilesheet like the editor used to, I'm rather used to that and it makes things easier when you have a lot of variations of tiles, although it IS prone to bugging levels if not used properly.

Also when I open the Guard > Settings and there isn't a guard in the room I get an access violation, you might want to instead notify the user that they need to be in a room with a guard to change these settings.

Thanks for your time. (Also David's profile says the last time he logged in was in August, but he posted in September...)
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Re: Level editor for the SNES version

Post by David »

I've added a "Clear all rooms and tiles" menu item and fixed the bug with the guard settings.

Download: http://www.freeweb.hu/princepersia/en/snesedit_dl.htm
Recently, Freeweb is exeperiencing technical difficulties. In case the above link won't load, here is an alternative: http://princepersia.freeweb.hu/en/snesedit_dl.htm
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Re: Level editor for the SNES version

Post by AuraDragon »

Why, thank you for the hasty update!

Also, I wanted to know where the palette addresses in the ROM were, for the guards? I don't know ASM and systematically corrupting the ROM and checking the palettes in your program is a bit of a lengthly process, to be honest it's for a "scary" level, though that's hardly possible with the guards' current palettes.

P.S. Kaslghnoon's 'The Quiet Levels' had modifications to the level palette, I don't suppose you'd know this as well?

If I can think of anymore possible features I'll post here again.
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Re: Level editor for the SNES version

Post by David »

Sorry for the delay.
I've added a palette editor. You can edit the level and the sprite palettes.
Download: http://www.freeweb.hu/princepersia/en/snesedit_dl.htm
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mk1995
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Re: Level editor for the SNES version

Post by mk1995 »

I've got a question on behalf of LordVirus, a German member who unfortunately doesn't know English well enough to contribute to the English part.

He wants to have a scene in Level 1 where Jaffar appears right at the beginning to close a gate, similar to what happens in Level 13 (the mouse level) after opening the exit door. Is that possible?
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Re: Level editor for the SNES version

Post by mk1995 »

Sorry for double post, but nowadays it's the only way to get attention.

LordVirus has another question, regarding the Potion of Warp. He wants to know how exactly it works, i.e. which room/tile it transports Prince to when drunk.
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Re: Level editor for the SNES version

Post by Kaslghnoon »

As of now David's editor does not edit level-specific hard coded events such as: Jaffar and mouse appearing in level 13, room 16. Yes, this is possible, but hex editing the .smc file is the only way to accomplish this right now.

To have Jaffar (or Jaffar + mouse) appear in level 1 instead of 13, make these changes to the ROM with a hex eidtor:

1) Check the file size of the .smc, if it is 1,049,088 bytes, delete the header (highlight offsets 0000-01FF and delete). If the file size is 1,048,576 bytes, skip this step.

2) Make these offset changes (Note: Numbers preceded with 'x' are offsets, preceded with '$' are values)
x75E9 to $00 (Jaffar's palette)
x8E3D to $00 (Jaffar closes gate)
xBB57 to $00 (Prince reacts)
xF183 to $00 (Mouse appears, do not edit if mouse is not needed)
xF5EA to $00 (Mouse palette, do not edit if mouse is not needed)
xF8DF to $00 (Jaffar appears)

Room 16 is where this will happen after the exit is open. Prince must be turned right and he can be on any tile except for the far left tiles 0, 10, or 20. Jaffar will close the gate (room 14, tile 9). Be sure to link room 14 by the left of 16 to get the full level 13 drmatic scenes.

mk1995 wrote:LordVirus has another question, regarding the Potion of Warp. He wants to know how exactly it works, i.e. which room/tile it transports Prince to when drunk.
To quote David's readme.txt included with the editor:
"The potion of warp will take the Prince to room 17, tile 11, turned left."
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Re: Level editor for the SNES version

Post by mk1995 »

Kaslghnoon, you are simply brilliant! Are you, by any chance, a programmer?
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Re: Level editor for the SNES version

Post by Kaslghnoon »

Thanks MK! I wouldn't dare call myself a programmer. I am what they call a "ROM hacker", my coding experience has mostly been with 6502 Assembly language.
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Re: Level editor for the SNES version

Post by mk1995 »

LordVirus has another question. It's in connection with changing where Jaffar appears.
So basically, he wants to know whether and how it's possible to change the trigger that makes Jaffar appear. For example, not having the exit open but instead drinking a certain potion, killing a certain enemy or standing on a certain tile.
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Re: Level editor for the SNES version

Post by Kaslghnoon »

The safest way is to link the sword-pickup to this event, or you will end up editing hundreds of offsets.

After the following changes, picking up a sword (from any room) will trigger the Jaffar appearance in level 1, room 16. Opening the exit will trigger nothing.

1) Make the offset changes I mentioned previously.

2) New changes:

Set the values of all these offsets to $32 (default is $C1)
x8E57, x8E68, x8E6F, x8EA4, x8EB8, x8ECD, xF8EA, xF904

Set the values of all these offsets to $05 (default is $04)
x8E58, x8E69, x8E70, x8EA5, x8EB9, x8ECE, xF8EB, xF905

Do not place any guards in room 16 or they will turn into Jaffar regardless of their original guard type. This also means do not allow guards from nearby rooms to access room 16, or they too will appear as Jaffar.
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Re: Level editor for the SNES version

Post by mk1995 »

Again thanks, Kaslghnoon.

Come to think of it... Hey, David! Any chance those event changes could be somehow implemented into the level editor?
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Re: Level editor for the SNES version

Post by mk1995 »

LordVirus wants to know how to have the background (e.g. the water in Level 1 and the clouds in Level 4 and 5) animate.
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